It's been a busy few months, but here we have the combined updates from version 1.20 and 1.30, now released and ready for testing! Lots of design and clarity updates in this one; faction tracking is now front and center on the top bar, and faction leaders now give you a clearer idea of what they think of you, both in the council room and during events. I've also tweaked the starting conditions to prevent a variety of difficult/impossible starts (goodbye, one-tile islands!). Full details below; check it out and definitely let me know if you find any bugs!
(P.S. If you are not an alpha tester, do not despair! Feast or Fracture is in active development and road-mapped for release at the end of this year. Wishlist or follow us to stay in the loop!)
New to this Version...
Design & Clarity
New faction tracking on the top bar
Improved taxation GUI and cleaned up taxation effects on factions
Highlight selected unit or village on the map
Improved council display, including a desktop mirror to view your "self"
Improved event display, adding icons and faction leader text to results
Improved event structure; easy generation of new events
Added new character dialogue for all 14 active characters, and added character comments in council
Cleaned up lifestyle tracking; lifestyle is now 1 number
Turned off "fervor" tracking. Don't worry, we'll bring this back with the religion module! (road-mapped for version 1.50)
Balance/Play
Changed unit tree; level0 units are now farmers and warbands.
Added grain silos as a level 0 building, built by farmers. Re-enabled farmers building simple buildings.
Added quarries (laborers produce stone, can only be built on mountains)
Improved map script, prevent tiny island starts
Removed random early bandits from easy difficulties
Improved bandit/marauder script: opportunists. Bandits will not attack tiles with a military unit guarding them.
Updated starting bonuses for Ephraim, Tarissa, and Ying Tsu.
Fixed Bugs:
fixed crash related to generating faction leaders for specific factions
fixed event popups overlapping bottom toggle bar
fixed load saved games module failing to load all games
fixed a bug that prevented various crops from growing on 'lonely mountain' tiles
fixed a bug where the "Negotiate with a hamlet" window wasn't closing correctly
fixed a bug that spawned bandits on turn 3 in every game.
fixed a crash related to refugees generating with phantom "attackers"
fixed several crashes related to failures of map generation.
Bonus points for reading this far - the roadmap for version 1.4x is to include rivers and a map editor!
I'm excited to announce Course #10, Fairway Friends Frenzy! This course is designed around teamwork and features the following new mechanics: - Coop Platforms (all players must be on the platform to move) - Flip Switches - Targets - Ball Bowl - Rotating Lift Platform
Catch a glimpse of the new mechanics here:
I hope you enjoy!
Now that I've delivered 10 courses, up next is the level editor with Steam Workshop integration! I've already made good progress on the level editor earlier this year but wasn't able to get it ready in time for the release. I'm hoping to move fast and get it in player's hands as soon as possible. I also anticipate getting a lot of helpful feedback from the community. The goal is to make creating levels a fun experience by providing a streamlined UI/UX.
Thank you all for your continued support, feedback, and patience. Your input is immensely valued and essential to our progress.
Full Patch Notes:
Changes: - NEW COURSE! Fairway Friends Frenzy - Coop Platforms! - Flip Switches! - Targets! - Rotating Lifts! - Ball Bowl! - Add ball customization - Add line indicator for last swing power - Add Death count in scoreboard - In Group Start mode add a penalty of 50 strokes if they don’t complete the course rather than setting it to 99 - Add localization to scoreboard - Reduce volume of menu music - Add arrow signs in Hole 3 in Jumping Jamboree Junction indicating you can bounce the ball off the purple curb - Player Model in Main Menu will now change based on your customization
Bugfixes: - Fixed a broken OnOff button in Hole 4 in Toggle Terrain Tees
Show/Change Picture commands now allow for Width/Height to be specified.
Added a Constrain Diagonal Movement feature to Map Configuration, which ensures that diagonal movement conforms to the hypotenuse of a movement triangle based on its elements.
Added Relative Step movement element to move with absolute precision in direction/angle.
Fixed an issue with portraits rendering in dialogue boxes and portrait expressions being saved.
I’m making good progress on Key Binding but some fairly big bugs have come up from the last patch, mainly UI not being properly clickable with a FOV other than 60.
Balancing/Changes
Halved Protection Totems durability
Bugs
Fixed gold and silver swords not having icons set properly
Fixed an error caused by wisps being unloaded that hadn't been triggered to move
Fixed tooltips not cleared when swapping hot bars
Fixed the main menu not showing if you are holding movement keys during the menu load
Fixed worlds being listed twice in the loading worlds screen
Fixed world spaces UI (crafting etc) not properly respecting FOV changes, causing clicking hit boxes to be off
Another attempt at fixing localisation issues with float values/strings
Fixed some bad logic calculating the region index that would cause problems past region 16
Added a check to scan and remove duplicate totems data on load
Added a safety check for a crafted tool being null
We hope you’re as excited as we are about the upcoming Splintered Sea expansion! Today we’re going to talk about the expansion’s water simulation and some of its features.
It’s always been important to us that if we ever added water to Besiege, it would need to be a more interactive & impactful experience for the player than simply a flat plane to sail a ship across. With that in mind, throughout the development of the Splintered Sea expansion we have tweaked and refined the water simulation to make it as fun, challenging and immersive as possible.
The Splintered Sea’s ocean features large waves that physically batter your ship about, making navigation challenging and causing ill-balanced machines to capsize. Constructing an aquatic machine presents different challenges to those faced on land and we’ll talk more about Building for Water in an upcoming post.
Ensuring immersive and satisfying interaction between player creations and the ocean was also very important to us. We wanted the water to react to your presence, creating a rippling wake-like effect as your machine moves and splashing when parts of your ship impact the surface. Splashes and spray are proportional to the magnitude of an impact, so striking the water with a large heavy object at high speed creates a much larger effect than something smaller and lighter at a slower speed.
Now, Besiege wouldn’t be Besiege without awesome explosions, so we wanted to give special attention to them in water as well!
Bombs & Mines are powerful enough to physically impact water both above and below the surface. Above the ocean large explosions force the water downward, creating a temporary depression in its surface.
Large explosions underwater create a big bubble that forces water (and anything caught in it’s wake) away from the explosion’s epicenter and then sucks anything nearby back in as the bubble collapses. This makes submarine warfare especially satisfying and immersive!
Underwater explosions also thrust water upward, creating huge bulges on the ocean’s surface that cause damage to vessels caught in them.
That's all for today, but next week we'll be taking a deeper dive into The Splintered Sea's aquatic blocks and how they'll help you take on Besiege's formidable ocean!
Cheers everyone, Von
If you haven't already, please consider wishlisting the expansion and check out the expansion's steam page for more information! :)
It's time to fix a couple of phones! We are pleased to announce that Repair this is already available! For those who have previously played the demo, we recommend starting a new game!